#pragma once
class SkinnedConstantsBuffer
{
	DirectX::XMFLOAT4X4 BoneTransforms[96];
};

struct ObjectConstantsBuffer
{
	int m_inxLight[8];
	DirectX::XMFLOAT4X4 m_matWorld = MathHelper::Identity4x4();
	int     m_inxMaterial;
};